L L4D2node

CDmxElementDictionary::AddArrayAttribute

0x00bed6d0 · 165 bytes · __thiscall

_ZN21CDmxElementDictionary17AddArrayAttributeEP13CDmxAttributeRK10UniqueId_t

Decompiled

undefined (3 params)

/* CDmxElementDictionary::AddArrayAttribute(CDmxAttribute*, UniqueId_t const&) */

void __thiscall
CDmxElementDictionary::AddArrayAttribute
          (CDmxElementDictionary *this,CDmxAttribute *param_1,UniqueId_t *param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = *(int *)(this + 0x34);
  iVar1 = iVar3 + 1;
  if (*(int *)(this + 0x2c) < iVar1) {
    CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int>::Grow
              ((CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int> *)(this + 0x28),
               iVar1 - *(int *)(this + 0x2c));
    iVar1 = *(int *)(this + 0x34) + 1;
  }
  iVar2 = *(int *)(this + 0x28);
  *(int *)(this + 0x34) = iVar1;
  iVar1 = (iVar1 - iVar3) + -1;
  *(int *)(this + 0x38) = iVar2;
  if (0 < iVar1) {
    _V_memmove((void *)(iVar2 + 0x18 + iVar3 * 0x18),(void *)(iVar2 + iVar3 * 0x18),iVar1 * 0x18);
    iVar2 = *(int *)(this + 0x28);
  }
  iVar3 = iVar3 * 0x18;
  *(undefined1 *)(iVar2 + 4 + iVar3) = 1;
  *(CDmxAttribute **)(*(int *)(this + 0x28) + iVar3) = param_1;
  CopyUniqueId(param_2,(UniqueId_t *)(iVar3 + *(int *)(this + 0x28) + 8));
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)